private Transform GetObjectByFlag(MazeGenerator.Flags objectFlag) { if ((objectFlag & MazeGenerator.Flags.KEY) != 0) { return(Instantiate(_key)); } if ((objectFlag & MazeGenerator.Flags.EXIT) != 0) { return(Instantiate(_exit)); } if ((objectFlag & MazeGenerator.Flags.TRAP) != 0) { return(Instantiate(_trap)); } if ((objectFlag & MazeGenerator.Flags.TREASURE) != 0) { return(Instantiate(_treasure)); } if ((objectFlag & MazeGenerator.Flags.FAKE_TREASURE) != 0) { return(Instantiate(_fakeTreasure)); } if ((objectFlag & MazeGenerator.Flags.PIT) != 0) { return(Instantiate(_pit)); } return(null); }
void Start() { _camera = Camera.main; _elementsContainer = new GameObject("Elements").transform; //GroupUpElements(_elementsContainer, Exit, Key, FakeTreasure, Treasure, Trap, Pit); _selectedElementFlag = 0; Keys = new Elements(_key.Count, _key.Transform, _key.Counter); Treasures = new Elements(_treasure.Count, _treasure.Transform, _treasure.Counter); Exits = new Elements(_exit.Count, _exit.Transform, _exit.Counter); FakeTreasures = new Elements(_fakeTreasure.Count, _fakeTreasure.Transform, _fakeTreasure.Counter); Traps = new Elements(_trap.Count, _trap.Transform, _trap.Counter); Pits = new Elements(_pit.Count, _pit.Transform, _pit.Counter); GroupUpElements(_elementsContainer, Exits, Keys, Treasures, FakeTreasures, Traps, Pits); }
private Elements GetSelectedElement(MazeGenerator.Flags elementFlag) { Elements selectedElement; switch (elementFlag) { case MazeGenerator.Flags.EXIT: { selectedElement = Exits; break; } case MazeGenerator.Flags.TRAP: { selectedElement = Traps; break; } case MazeGenerator.Flags.TREASURE: { selectedElement = Treasures; break; } case MazeGenerator.Flags.FAKE_TREASURE: { selectedElement = FakeTreasures; break; } case MazeGenerator.Flags.PIT: { selectedElement = Pits; break; } case MazeGenerator.Flags.KEY: { selectedElement = Keys; break; } default: { return(null); } } return(selectedElement); }
public void SelectElement(MazeGenerator.Flags flags) { }
public void UpdateSelectedElement(MazeGenerator.Flags flag) { _selectedElementFlag = flag; _selectedElementsItem = GetSelectedElement(_selectedElementFlag); }